/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h
Pipeline state without render target state Useful for mesh passes where the render target state is not changing between draws. Note: the size of this class affects rendering mesh pass traversal performance.
class FGraphicsMinimalPipelineStateInitializer
bool
bDepthBounds
Note:FGraphicsMinimalPipelineStateInitializeris 8-byte aligned and can't have any implicit padding, as it is sometimes hashed and compared as raw bytes.
bool
bHasFragmentDensityAttachment
FRHIBlendState...
BlendState
FMinimalBoundSh...
BoundShaderState
TODO: [PSO API] - As we migrate reuse existing API objects, but eventually we can move to the direct initializers.
FRHIDepthStenci...
DepthStencilState
EVRSShadingRate
DrawShadingRate
FImmutableSampl...
ImmutableSamplerState
uint8
MultiViewCount
EPrimitiveType
PrimitiveType
EPSOPrecacheRes...
PSOPrecacheState
The PSO precache state - updated at draw time and can be used to skip draw when still precaching.
FRHIRasterizerS...
RasterizerState
uint64
StatePrecachePSOHash
Data hash of the minimal PSO which is used to optimize the computation of the full PSO.